export default /* glsl */`
vec4 ObjectToWorldPosition(vec4 point1)
{
    return u_world * point1;
}

mat4 rotation3dY(float angle) {
	float s = sin(angle);
	float c = cos(angle);

	return mat4(
		c, 0.0, -s, 0.0,
		0.0, 1.0, 0.0, 0.0,
		s, 0.0, c, 0.0,
    0.0, 0.0, 0.0, 1.0
	);
}


mat4 rotation3dX(float angle) {
	float s = sin(angle);
	float c = cos(angle);

	return mat4(
		1.0, 0.0, 0.0, 0.0,
		0.0, c, s, 0.0,
		0.0, -s, c, 0.0,
    0.0, 0.0, 0.0, 1.0
	);
}

mat4 BuildTranslation(vec3 delta)
{
    mat4 m;
    m[0][0] = 1.0;
    m[1][1] = 1.0;
    m[2][2] = 1.0;
    m[3] = vec4(delta, 1.0);
    return m;
}

mat3 transpose(mat3 m) {
    return mat3(m[0][0], m[1][0], m[2][0],
            m[0][1], m[1][1], m[2][1],
            m[0][2], m[1][2], m[2][2]);
}

mat4 transpose4(mat4 m) {
    return mat4(m[0][0], m[1][0], m[2][0], m[3][0],
                m[0][1], m[1][1], m[2][1], m[3][1],
                m[0][2], m[1][2], m[2][2], m[3][2],
                m[0][3], m[1][3], m[2][3], m[3][3]);
  }

mat3 inverse(mat3 m) {
    float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
    float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
    float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];

    float b01 = a22 * a11 - a12 * a21;
    float b11 = -a22 * a10 + a12 * a20;
    float b21 = a21 * a10 - a11 * a20;

    float det = a00 * b01 + a01 * b11 + a02 * b21;

    return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
                b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
                b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}

mat4 inverse4(mat4 m) {
    float
        a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
        a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
        a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
        a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
  
        b00 = a00 * a11 - a01 * a10,
        b01 = a00 * a12 - a02 * a10,
        b02 = a00 * a13 - a03 * a10,
        b03 = a01 * a12 - a02 * a11,
        b04 = a01 * a13 - a03 * a11,
        b05 = a02 * a13 - a03 * a12,
        b06 = a20 * a31 - a21 * a30,
        b07 = a20 * a32 - a22 * a30,
        b08 = a20 * a33 - a23 * a30,
        b09 = a21 * a32 - a22 * a31,
        b10 = a21 * a33 - a23 * a31,
        b11 = a22 * a33 - a23 * a32,
  
        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
  
    return mat4(
        a11 * b11 - a12 * b10 + a13 * b09,
        a02 * b10 - a01 * b11 - a03 * b09,
        a31 * b05 - a32 * b04 + a33 * b03,
        a22 * b04 - a21 * b05 - a23 * b03,
        a12 * b08 - a10 * b11 - a13 * b07,
        a00 * b11 - a02 * b08 + a03 * b07,
        a32 * b02 - a30 * b05 - a33 * b01,
        a20 * b05 - a22 * b02 + a23 * b01,
        a10 * b10 - a11 * b08 + a13 * b06,
        a01 * b08 - a00 * b10 - a03 * b06,
        a30 * b04 - a31 * b02 + a33 * b00,
        a21 * b02 - a20 * b04 - a23 * b00,
        a11 * b07 - a10 * b09 - a12 * b06,
        a00 * b09 - a01 * b07 + a02 * b06,
        a31 * b01 - a30 * b03 - a32 * b00,
        a20 * b03 - a21 * b01 + a22 * b00) / det;
  }
`
